QUOTE(da shibsta @ Nov 5 2004, 08:36 PM)
----------ANOTHER QUESTION----------
ok, when i run into a groun unit and get killed, and get revived on my bound, the ground unit like appears and stays there.... u know what i mean? like u get in the way of where it was going to create, and it creates somewhere else where it doesnt die..... ahhhh how u do this
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This happens because your unit is standing in the place where the explosion unit is spawned. Since the players unit is in the way the explosion unit will be displaced and not killed because it is outside of the location. There are two ways you can stop this, the first is to have a trigger always kill units owned by that player (using the hyper effect of waits to make it happen mid trigger). Or to add an extra action to all your explosions. So instead of just Create/Kill you would do Kill/Create/Kill that way you kill the humans unit before the explosion unit spawns. It will all appear as one explosion but you won’t have that problem.
QUOTE(da shibsta @ Nov 6 2004, 09:48 AM)
another question, and i dont really care what i guys think, neways, why wont my 4th stage work in my bound? i made it this:
| Trigger |
| Description: |
| Switches |
|
| Players: |
| ¤ Player 7 |
| Conditions: |
| ¤ Current player brings exactly 1 ling to clear switch 3 |
| Actions: |
¤ Clear switch 3
|
| ¤ Set Switch 4 |
thats it, and when i do that, and when i bring 1 ling to that location, it clear the switch 3, and my 3rd stage stops, but my 4th stage doesnt start.
o ya, and srry for callin u guys names, cus u really are helping me.... i jus dont like to be insulted
P.S. That trigger is actually for players 1-7, my bad
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I know you already figured out that the hyper triggers is the problem but I figured I should mention your misuse of triggers here. Since your trigger is owned by players 1-7 it can fire separately for each player in the game. This means that the trigger will run for each player when he gets to that location. If you have some one left behind from being afk he can actually restart levels by running to catch up to the group. This intern creates a slower level making a hugh mess. Try it play the game and have some one wait at the start until the team gets to level 3 then run to catch up.
QUOTE(da shibsta @ Nov 5 2004, 04:38 PM)
Dude i usaully dont make bounds...... i suck at bounds, this is first one i made, and jus since i cant make bounds right now, doesnt mean that it should effect my mapping skillz, because bounds are easiest to make is what everyone says and i make kick ass defenses.
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Everyone does learn different things at different times. And I see your point about saying that you make defenses. But many of the things you have asked / showed demonstrate lack of knowledge in triggers. Although you haven’t made a bound before your still using the same triggers (list of conditions and actions). If you were really advanced you would be able to figure it out how do you think people make maps from new ideas?
The 2 units thing and the bad use of switches are two things that prove to me you have work to do before becoming advanced.
I decided to say this last because you might not listen to the rest of my post if you read this firstQUOTE(SC-X/\/\asta -{BAnNeD} @ Nov 6 2004, 11:32 AM)
number one: u need to learn how to use switches on this place.
number two: u gotta do this for switches:
| Trigger |
| Players: |
| ¤ force |
| Conditions: |
| ¤ always |
| Actions: |
¤ set switch 1
|
¤ set switch 2
|
| ¤ (more) |
then a new sequence:
| Trigger |
| Players: |
| ¤ force (same as first trigger) |
| Conditions: |
| ¤ switch X was cleared |
| Actions: |
¤ Create 1 XXX at XXX
|
¤ kill all any unit for all players at XXX
|
¤ wait XXX
|
| ¤ ECT. |
did that help you.cause if it did please say
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What a waist of effort (and switches) This is when inverting your switch actions would become very handy. (IE: run levels when switches are set instead of clear and you don’t have to worry about setting the switches at the start of the game)